This is mostly a compilation of stuff from other threads, but I hope to add to it soon, with additional material. This time, it's rules forward. I use a slightly different attribute modifier scheme than regular C&C for most of the races, a +2, -2, +1 scheme. A major strength of the race, a major weakness and a minor strength. Elves also have a couple of subraces and most races have some additional wrinkles added to them. A few races get extra cantrip abilities, which are at will, because in my games, all cantrips can be cast at will.

Humans
Racial AttributesPrimary Attributes: As PHB

Languages: Common and one other languageSize: Medium Movement: 30 feetTypical Classes: AnyAttribute Modifiers: +1 to any one attribute.

DwarvesRacial Attributes

Altitude Adaptation: Dwarves do not suffer ill effects from altitude sickness and are comfortable in the blasting heat of forges and the cold of a mountain blizzard. Crafter: All Dwarves know at least one practical trade (mining, smithing, brewing) and add either their full level (if it is a Prime Attribute) or half their level (if not) to all checks related to that trade. Deepvision: As PHB. Defensive Expertise: Dwarves are trained in fighting huge and powerful foes like giants and dragons. They receive a +2 bonus to armour class when fighting opponents of Huge or Larger size and to Strength saves against being grappled, tripped or knocked over by any opponent. Determine Depth and Direction: As PHBDwarven Weapon Training: Dwarves are almost universally trained in combat, particularly with axes, hammers and picks which are also useful tools in crafting. Dwarven characters are proficient in the use of these weapons. If their class makes them proficient, they gain a +1 bonus to attack rolls with these weapons instead. Resistant to Arcane Magic: As PHBResistant to Fear: As PHBResistant to Poisons: As PHBStonecraft (Wisdom): As PHB

Elven Magic: Elves possess magic deep within their blood. High Elves may choose a cantrip from the wizard or illusionist list which may be cast at will. Wood Elves may choose a cantrip from the druid list which can be cast at will. Enhanced Senses: As PHBTwilight Vision: As PHBMagical Education (High Elves only): High Elves receive a +2 bonus to Intelligence checks used to determine the properties of magical items, as well as a +1 bonus to saving throws against arcane magic. Move Silently (Dexterity, Wood Elves only): As PHBSpell Resistance: Elves have strong wills and cannot be put to sleep against their will. They gain a +5 bonus to saving throws against magical compulsion. Spot Hidden Doors (Wisdom): As PHB

Trance: Elves do not sleep as Humans do, but enter a trance-like state. They only require four hours of this trance state to achieve the benefits of a full night's sleep. Weapon Training: Elves are proficient in the use of shortbows and longbows. If an Elven character's player class gives them proficiency with longbows and shortbows, they gain a +1 bonus to attack rolls with that weapon. Language: Common and Elven, can learn Dwarf, Gnome, Goblin, Halfling, Slyvan and OrcSize: MediumMovement: 35 feetTypical Classes: Fighter, Ranger, Rogue, Wizard, Druid, BardAttribute Modifiers: +2 Dexterity, +1 Wisdom (Wood Elf) or Intelligence (High Elf), -2 ConstitutionRanger Modifier: As PHBRogue/Assassin Modifier: As PHB

Gnomes
Racial Traits and Abilities

Animal Empathy: As PHBDarkvision: As PHBEnhanced Hearing: As PHBGnomish Resistance: Gnomes receive a +3 bonus to saving throws against illusions and mind-affecting magic. Obsession: All Gnomes possess a particular knowledge or profession with which they are exceptionally fixated. When making attribute checks related to that specific field (such as alchemy or gambling), they add their level to the roll (if Prime) or half their level (if not Prime). Spells: As PHB, but can cast spells at will.

Discreet: Halflings gain a +2 bonus to Charisma checks to conceal their true motives or opinions of others. Duskvision: As PHBFearless: As PHBHide: As PHBLucky: Halflings are seemingly blessed by fortune and often small things seem to transpire to allow them to escape danger or to preserve them from serious harm. Halfling player characters gain a +1 bonus to all saving throws. Move Silently: As PHBWeapon Training: Halflings have a natural talent with slings and thrown weapons. Halfling player characters are proficient with these weapons. If they are already proficient due to their character class, they gain a +1 bonus to attack rolls with these weapons.

High Elven Heritage:Attribute Modification: +1 to Dexterity and Intelligence, -1 to ConstitutionElven Magic: Choose one cantrip from the Wizard list, this spell can be cast at will. Spell Resistance (Wisdom): As PHB for Elven-descent Half-Elves

Language: Common and Elven, can learn Dwarf, Gnome, Goblin, Halfling, Slyvan and Orc, as well as any human vernacularSize: MediumMovement: 30 feetTypical Classes: AnyAttribute Modifiers: +1 CharismaRanger Modifier: As PHBRogue/Assassin Modifier: As PHB

Half-OrcsRacial Traits and Abilities

Darkvision: As PHBEnhanced Sense of Smell: As PHBIronguts: Half-Orcs are extremely resistant to diseases and toxins and get a +2 bonus to saves against disease and poisons of all types. Orcish Endurance: Once per day, when a half-orc character is brought to 0 hit points or lower, they may take a single action immediately before falling unconscious and beginning to die. Orcish Ferocity: When below half of maximum hit points, a half-orc gains a bonus of +1 to melee attack and damage rolls.

These are some additional races that would be considered rarer, some of which are a bit more powerful than the 'standard' races.

CatfolkRacial AttributesAcrobatics (Dexterity): Catfolk are exceptionally skilled at climbing, balancing on narrow surfaces and landing on their feet. If they make a successful check at base CL + 2 for each 10 feet they are falling, they can reduce falling damage by 10 feet- if a catfolk falls 50 feet, they take falling damage as if they fell 40 feet instead. Animal Empathy (Wisdom): Catfolk can communicate empathically with feline creatures. Claws: Catfolk possess sharp claws which can be used as a weapon, granting them a natural weapon which can inflict 1d4 slashing damage. These claws are retractable. Nine Lives: Once per day, a Catfolk can instantly reduce the damage by any attack that would reduce them to 0 hit points or lower by 1d4 + their level. Twilight Vision: As PHB

CentaurRacial AttributesCharge: If a Centaur can move at least 20 feet in a straight line towards an opponent before attacking and have a lance or spear in their hands, they add a bonus to weapon damage equal to the damage dice of that weapon. Endurance (Constitution): Centaurs possess immense endurance and if Constitution is a prime, they add their level to all checks related to long periods of galloping, marching and the like. If it is not, they add half their level. Large: Centaurs are large creatures and gain a +2 bonus to weapon damage. However, as their torsos are ordinary-sized, they use weapons as Medium creatures. Centaur weapons are the same price as regular weapons, but armour is four times as expensive. Mount: Centaurs are strong and can carry twice as much weight as a Medium creature of an equal strength score. They can also carry a single Small or Medium person as a rider.

Crowfolk (Tengu)Racial Attributes:Deceitful (Charisma): Crowfolk are natural tricksters and liars and add their full level to all checks related to deception if Charisma is a prime, and half their level if it is not. Empathy: As PHB for Gnomes, but towards birds.Glide: Crowfolk's wings are not well-developed enough to permit flight, but they allow Crowfolk to reduce falling damage by 20 feet. In addition, they can glide forward up to 3 feet for each foot they fall. A fall of 20 feet (as high as they can take without sustaining damage), allows them to travel 60 feet forward. Hide: As PHBMimicry (Intelligence): Crowfolk are excellent at mimicking all manner of sounds they hear, from the sounds of speech of guards they are listening to, to the roar of an angry owlbear. Move Silently: As PHB

GiantkinRacial AttributesAltitude Adaptation: Giantkin do not suffer in conditions of extreme cold or at high altitudes. Giant Strength: Giantkin can lift and carry twice as much weight as Medium creatures with a comparable Strength score. Large: Giantkin are considered Large creatures and thus possess a +2 bonus to melee damage with weapons. They can use normally two-handed weapons single-handed. However, due to their great size, any weapons and armour custom-made for them is 4 times as expensive. They also suffer a -1 penalty to attack rolls when attacking Small or smaller opponents. They have a -4 penalty to any attempts to hide. Reach: Giantkin have an additional reach of 5' for any melee weapons they possess.

GoblinRacial Attributes: Darkvision: As PHBEnhanced Hearing: As PHB for GnomesGoblin Combat Training: Goblins have a bonus of +1 to attack and damage when attacking from surprise.Hide (Dexterity): As PHBIronguts: Goblins have a +2 bonus to saves against poison and diseaseMove Silently (Dexterity): As PHB

Highborn
Racial AttributesAngelic Heritage: Highborn possess a +2 bonus against diseases and the mind-affecting abilities of fiends and the undead. Angelic Magic: Highborn possess the ability to cast the light, first aid, and purify food and drink spells at will. Twilight Vision: As PHB for Elves

DevilbornDiabolic Heritage: The Devilborn possess damage resistance of 5 against fire.Diabolic Magic: The Devilborn can cast the divine sign* and arcane mark cantrips at will. Devil's Sight: The Devilborn's vision is not impeded by ordinary or magical darkness.

DemonbornDemonic Heritage: The Demonborn possess damage resistance of 5 against acid and a +2 to saves against disease. Demonic Rage: When reduced to below half of their maximum hit points, they gain a +1 bonus to melee attack and damage. Darkvision: As PHB

*= Basically like the thaumaturgy spell from 5e. Prestidigitation for divine casters.

RatfolkRacial Attributes:Animal Empathy (Wisdom): Ratfolk can communicate empathically with rats and similar creatures.Bite: Ratfolk have sharp teeth that can be used as an attack, inflicting 1d4 piercing damage and possibly infecting the target with rat fever. Determine Depth and Direction: As PHBDiseased: If a Ratfolk attacks someone with their bite, that person must make a Constitution saving throw base CL or be afflicted with rat fever, which reduces Strength, Dexterity and Constitution by 1 per day for 1d4 days.Hide (Dexterity): As PHBIronguts: Ratkin have a +2 bonus to saves against poison and disease. Move Silently (Dexterity): As PHB.Twilight Vision: As PHB

VoidbornRacial AttributesAstral Sight (Wisdom): Voidborn can make a Wisdom check to detect the presence of beings on the astral or ethereal planes within 30 feet. They do not get their precise position, just the knowledge that they are there. Mental Discipline: Voidborn have a +2 bonus to saving throws against illusions and mind-affecting magic. Psychic Magic: Voidborn can use the mage hand and message cantrips at will. Voidborn Weapon Training: Voidborn are proficient in the use of bastard swords and greatswords. If their class grants them proficiency with swords, they gain a +1 bonus to attack rolls with those weapons.

Optional/House Rules
These are intended to be taken a la carte. More to come later.

Automatic Success/Failure: Any roll of 20 on the dice that is possible is a success, regardless of CL. Any roll of 1 is a failure. Impossible deeds (such as flying across a 100-foot chasm) are not subject to this rule.

Backgrounds: Characters can choose a background with a few helpful features, usually a social/exploration-themed feature, a skill-type feature and a few pieces of equipment. These represent whatever adventurers may have been doing before their careers, or how they might supplement their adventuring careers. An example follows below:

Noble:Noblesse Oblige: As a noble, you are entitled to lodgings in the residences of local nobles. You will find it easier to get an audience with leading officials and will be treated more favorably by local merchants and the like. However, your privileges depend upon your holding up ethics of generosity, civilized behaviour, etc. Also, you may find yourself attracting unwanted attention from local factions or criminal groups. Etiquette (Charisma): You add your level to all Charisma checks related to performing the social role of a noble and successfully interacting with local nobility if Charisma is a prime, and half your level if it is not. Equipment: You gain a signet ring worth 10 gp, a set of fine clothes worth 20 gp and a purse with 25 gp in it.

Race/Class Attributes and Primes: If a character has a class or racial attribute of a particular Attribute score, but do not have that score as a prime, they add half their level to checks instead of their full level. CLs are modified by 3, or they get a +3 bonus to rolls related to that ability, depending on the CK chooses to treat Primes.

Critical Hits: If a creature hits with a roll of 20 on the dice, they have a critical hit. They roll double the damage dice that a weapon would normally inflict, but do not multiply any modifiers. For example, if a fighter gets a critical hit with a greatsword, if their normal damage is 2d6 + 4, they would inflict 4d6 + 4 instead.

Injuries: If a creature is struck by a Critical Hit or are reduced to less than half of their maximum hit points, they must make a Constitution check at base CL or suffer an Injury. If a character is reduced to 0 hit points or below, they automatically suffer an Injury. Injuries require at least a week to heal, but can be healed by magic- a Cure Light Wounds spell will reduce healing time of an Injury by one day. Severe Injuries

Injuries:
1: Head injury. You have -2 Int and Wis.
2: Disfiguring Injury. You have -2 Cha.
3: Arm injury. You cannot use the affected arm. You have -2 Strength.
4: Leg injury. Your movement speed is 10 lower. You have -2 Dexterity.
5: Severe bleeding. You have -2 Constitution.
6: Eye Injury. You have a -4 on all Wisdom checks related to perception and missile attacks.
7: Severe Muscle Strain. You have -2 Strength and Dexterity.
8: Extreme Pain. You have -1 to all rolls due to the distraction of the immense pain.
9: Fine Motor Injury. You have -2 to all attack rolls and attribute checks involving fine coordination.
10: Roll twice. You have both injuries. Hurrah!

Racial Hit Dice: If desired, characters can have one 1 HD of a standard dice according to their size and creature type. If this rule is taken, all player character hit dice should be rolled.

Resurrection: Everyone gets one "free" resurrection, that is, without consequences. Subsequently to that, if you are resurrected, you lose 1 Constitution permanently. There is no getting it back. The only way to avoid this is for someone to, in the presence of a powerful enough priest of the gods, willingly give up one of their own Constitution points. Also, each time you are raised after the first, there is a cumulative 10% chance that it will fail, ie, the second resurrection has a 10% failure rate, the third has a 20% failure rate, etc.

Shield Shattering: A player can elect to use their shield to absorb damage on a one-time basis. Light shields can absorb up to 10 hit points of damage before breaking, whereas a heavy shield can absorb up to 20 hit points of damage. Magical shields can absorb an additional amount of damage equal to 10 hit points per point of enchantment, ie, a +3 heavy shield can absorb a total of 50 hit points damage from a single attack.

Wishes: You can only wish for the same thing once, regardless of the source. You cannot wish for more wishes. Anyone who wishes for more wishes finds in an eternal time loop of asking for wishes and never seeing them fulfilled. This is a universal constant and not even the gods can change it.

The ClericPrime Attribute: WisdomAttack Bonus: 2/3 level (+2 every 3 levels)Hit Dice: d8Alignment: Any (must be within 1 step of deity on either law/chaos or good/evil axis)Weapons: As PHBArmour: Any

Abilities:Orisons: A cleric can prepare orisons at the beginning of the day. These 0-level spells can be cast at will. Spells: As PHBBonus Spells: As PHBDivine Power: Clerics possess the ability to directly channel divine power from their deity. They must be in possession of a holy symbol of their deity in order to use this ability. A Cleric can use Divine Power 1 + Wis modifier times per day.

Turning: As PHB Turn Undead, but allows the turning or control of fiends. Fiends who are more than five levels below that of the cleric who fail their save are banished, rather than destroyed.

Divine Domain: In addition to their standard abilities, Clerics receive special gifts directly from their deity. Clerics usually gain some bonus spells and a special form of Divine Power.

Attribute Score Increase: At 4th, 8th, 12th, 16th and 19th level, clerics can increase any of their Prime Attributes by +1. If your game allows for Feats or Advantages, they could be substituted for this.

Divine Intervention: At 9th level, Clerics are capable of asking a deity directly for assistance, with a base chance of 10%, modified by 5% for each point of Wisdom modifier they possess and increasing by 5% per level after 9th level. The divine intervention is up to the CK, but the use of any cleric spell or an appropriate spell from another list (depending on deity and domain) should be considered a reasonable effect. If unsuccessful, the cleric cannot ask for divine intervention for another 24 hours. If successful, the cleric cannot ask for a divine intervention for a full week.

Life Domain: For worshippers of Nimune (the Old Faith) or the new Faith of the Phoenix Goddess
Alignment Restrictions: true neutral, neutral good, lawful good
Favored Weapon: Longsword
Life Clerics do not receive bonus spells, but add their Wisdom modifier or the spell level to the amount healed by all healing spells, whichever is greater.

Divine Power:Wave of Healing: The Life Cleric creates a burst of healing magic, which catches all living creatures within 20 feet, healing them for 1d6 + level hit points. At 5th level, a Life Cleric can remove one creature from the healing effects and heal 2d6 + level, and at 9th level, they can remove two creatures and heal 3d6 + level, 4d6 + level at 13th and 5d6 + level at 17th level.

The Lawbringers are an elite group of warriors, devoted to the principles of law and order above all others. They combine strong training in the use of arms with cultivating spiritual strength. Their goal is to create or maintain law and order in preference to anything else, believing chaotic influences to be more destructive than simply evil ones. Most Lawbringers prefer good over evil, but some Lawbringers have been known to work with devils in order to pursue shared objectives of promoting lawfulness.

Merciful Blow: At 1st level, a Lawbringer who makes a successful melee attack can convert all damage from lethal to non-lethal damage, allowing them to subdue opponents without killing them.

Sense Motive (Wisdom): Lawbringers have a powerful ability to size up individuals and ascertain their moral leanings and motivation. They are capable of making a Wisdom check to ascertain the alignment of any individual they can spend at least one minute in the company of, along with how strongly that person holds that alignment, described as "weak", "average", "strong" or "fanatical".

Iron Will (Wisdom): At 2nd level, Lawbringers add their Wisdom modifier to all saving throws related to mind-affecting spells such as magical fear, charms and illusions.

Attribute Increase: At 4th level, Lawbringers can add +1 to any of their Prime Attributes. If the CK rules, this can alternatively be used to purchase an advantage or feat. They get this bonus again at 8th, 12th, 16th and 20th levels.

Spells (Wisdom): At 4th level, Lawbringers gain the ability to cast spells from a limited list. They use Wisdom as their spellcasting attribute and must prepare their spells in advance, similarly to a cleric.

Quick Analysis: At 7th level, Lawbringers can make a Wisdom check to identify the alignment of individuals in a single round instead of a full minute.

Smite Chaos: At 9th level, Lawbringers can make a special attack, adding their Wisdom modifier to their attack roll and their level to their damage. At 14th level, Lawbringers can make this attack twice per day, and at 19th level, they can do it three times per day.

Extra Attack: At 11th level, Lawbringers can make an extra attack against opponents. (In my games, all 'fighter types' gain a second attack at some point in their progression.)

Truthseeker: At 13th level, Lawbringers can magically discern whether a subject is lying, as long as they have had at least a full minute to focus their attention upon them.

Defense against Chaos: At 15th level, Lawbringers gain a permanent Protection against Chaos effect, giving them a +2 bonus to AC and saving throws against chaotic opponents. They are also immune to possession and charm by these creatures.

Order's Gift: At 17th level, Lawbringers can, once per day, summon a lawful creature equal to half the Lawbringer's HD. This creature will obey the Lawbringer's commands for a full hour.

Order's Wrath: At 19th level, Lawbringers can summon a magical forcecage, which can maintain itself for up to a full day and is virtually indestructible- any effort to escape, magically or regularly, has its CL modified by the full hit dice of the Lawbringer. Additionally, the forcecage, which is up to 10x10 in size, can be infused with electric energy, inflicting a number of d6s equal to the Wisdom modifier of the Lawbringer every round that the walls of the cage are touched.